Multiple root bones

Multiple root bones

Anonymous
Not applicable
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Message 1 of 3

Multiple root bones

Anonymous
Not applicable

So my classmate send me this abomination of a rig wich i cant import into unreal because of the multiple root bones, is there a way to fix this problem without destroying the rig and its animations ?

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Message 2 of 3

stephenkmann
Collaborator
Collaborator

looks like they parented all the joints to the controls, and controls to the parent joints. 

 

You'll want to parent the joints back to their respective parents,and the control curves to their respective (matching) parents, and then drive the joints with the controls another method.. like parentConstraints. 

 

hth

-=s

Message 3 of 3

hamsterHamster
Advisor
Advisor

In addition to what @stephenkmann wrote: joint19 is the root joint. I would change each nurbsCircle name to ctrl+childJointNumber, like nurbsCircle3 -> ctrl20, so you will know which joint needs to be constrained to which ctrl. Then select all the joints and MMB under joint19. Then do the constraints.


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